I voted low. I have it so that there is a little bit of magic, but nobody knows how to use it. Usage and harnessing of magic hasnt been invented/created yet.
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#17
Posted 18 February 2006 - 06:00 PM
Wouldn't that basically be no magic then? If no one knows how to use it?
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
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#18
Posted 02 April 2006 - 07:06 PM
Wowwee! I've not been here in ages! How is everyone?
I like a moderate level in mine, but it can also be fun to vary it. I once ran a short campaign that was high magic, and then immediately after ran a campaign that was incredibly low magic. Low magic can be great fun, and i found it made my players far more cautious, as they didn't know when they'd be able to find anything as simple as a healing potion or a cleric to heal them.
I like a moderate level in mine, but it can also be fun to vary it. I once ran a short campaign that was high magic, and then immediately after ran a campaign that was incredibly low magic. Low magic can be great fun, and i found it made my players far more cautious, as they didn't know when they'd be able to find anything as simple as a healing potion or a cleric to heal them.
#19
Posted 01 May 2006 - 10:05 AM
I like all kinds of magic and currently I am planning a no magic no psionic campain where even gods do not exist (though there are many people in that world that belive in false gods). that mean only natural healing unless you are a paladin or monk. and that world also lack magic materials such as mithril and admantin. alchemical stuff would also be much more usefull.
the only way to get a magic weapon is to become a kensai or to find a weapon that once belonged to a kensai. since a kensais are quite rare the PC probably won't see a magic weapon until about level 16 (I think I should let them start on level 5) unless one of them will become a kensai himself.
paladins and kensais will bve way more powerfull thanks for the abilities only they have but then again they will have to watch much more strictly for the restrictions they have becouse there is no atonement spell.
on low magic campains it realy pays off to have some item creation feats for every spellcaster. in most of the worlds I create there are areas with high magic areas with moderate magic and areas with low magic. usualy psionics are rare all over the world but still exist.
In the current adventure I am running I let the PC to start on a high magic area but the adventure would probably lead them into a low level magic area where the wizard/cleric who will probably be a mistic theurge by then will have much greater influence there, which is why it will probably be replaced by a wizard/fighter/eldritch knight becouse the he could fight an enture battle without casting a single spell even though on extreme danger he would have a few spells to cast.
the only way to get a magic weapon is to become a kensai or to find a weapon that once belonged to a kensai. since a kensais are quite rare the PC probably won't see a magic weapon until about level 16 (I think I should let them start on level 5) unless one of them will become a kensai himself.
paladins and kensais will bve way more powerfull thanks for the abilities only they have but then again they will have to watch much more strictly for the restrictions they have becouse there is no atonement spell.
on low magic campains it realy pays off to have some item creation feats for every spellcaster. in most of the worlds I create there are areas with high magic areas with moderate magic and areas with low magic. usualy psionics are rare all over the world but still exist.
In the current adventure I am running I let the PC to start on a high magic area but the adventure would probably lead them into a low level magic area where the wizard/cleric who will probably be a mistic theurge by then will have much greater influence there, which is why it will probably be replaced by a wizard/fighter/eldritch knight becouse the he could fight an enture battle without casting a single spell even though on extreme danger he would have a few spells to cast.
I wish only only happiness, good luck and health to all of you.
"life is the most dangerous thing. you will never come out of them alive."
"life is the most dangerous thing. you will never come out of them alive."
#20
Posted 01 May 2006 - 08:19 PM
No magic means that monks and paladins don't get a lot of their abilities, either... including healing.
Kensai's basically get magic weapons for leveling up in kensai. That requires magic to exist, otherwise the class cannot function.
Again, it's either no magic or low magic. No magic means no one gets any magic abilites whatsoever. Low magic means that there are at least a few low-level casters out there (and allows monk/paladin/kensai abilities to work).
...
What?
Kensai's basically get magic weapons for leveling up in kensai. That requires magic to exist, otherwise the class cannot function.
Again, it's either no magic or low magic. No magic means no one gets any magic abilites whatsoever. Low magic means that there are at least a few low-level casters out there (and allows monk/paladin/kensai abilities to work).
Quote
In the current adventure I am running I let the PC to start on a high magic area but the adventure would probably lead them into a low level magic area where the wizard/cleric who will probably be a mistic theurge by then will have much greater influence there, which is why it will probably be replaced by a wizard/fighter/eldritch knight becouse the he could fight an enture battle without casting a single spell even though on extreme danger he would have a few spells to cast.
...
What?
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#21
Posted 02 May 2006 - 10:38 AM
the paladin just don't get spells and monks abilities are extraordinary instead of supernatural. the kensai ability to magicfy his chosen weapon an innate ability which is making his weapon spiritual not magical. the weapon of the kensai is part of the kensai and it is powerfull becouse of its mental bond.
the only thing no magic means is no magic. which means no spells, spell-like ability's and magic items. all supernatural effect will just be declared as extraordinary (which doe's not matter much becouse it is the same anywhere exept in antimagic fields who don't exist in this world).
in a low-magic world there are spellcaster, magic items and creatures with spell-like ability's, they are just extremely rare. in low level campains a spellcaster PC would be very interesting (weather spellcasters are hounted or respected). I know there are DMs who don't allow a PC to be a spellcaster in a low magic campain but all of the members in our group agree that a PC shold be allowed to be everything a NPC is allowed to be (that is why in all of the campains who go to epic levels there is a way for a PC to become a demigod/deity even though it is realy hard).
in a world with no divine entities and no spellcasters the sword and armors means much more (no more keen wounding vorpal sword +8
) so when I call my world a no magic world I realy mean it is a no magic world.
the only thing no magic means is no magic. which means no spells, spell-like ability's and magic items. all supernatural effect will just be declared as extraordinary (which doe's not matter much becouse it is the same anywhere exept in antimagic fields who don't exist in this world).
in a low-magic world there are spellcaster, magic items and creatures with spell-like ability's, they are just extremely rare. in low level campains a spellcaster PC would be very interesting (weather spellcasters are hounted or respected). I know there are DMs who don't allow a PC to be a spellcaster in a low magic campain but all of the members in our group agree that a PC shold be allowed to be everything a NPC is allowed to be (that is why in all of the campains who go to epic levels there is a way for a PC to become a demigod/deity even though it is realy hard).
in a world with no divine entities and no spellcasters the sword and armors means much more (no more keen wounding vorpal sword +8
I wish only only happiness, good luck and health to all of you.
"life is the most dangerous thing. you will never come out of them alive."
"life is the most dangerous thing. you will never come out of them alive."
#22
Posted 13 April 2008 - 06:31 PM
How could the Kensai's weapon, which the Kensai trained with and then grew a mental bond, thus giving it an increasing enhancement bonus on it, be picked up 70 years after a Kensai has died, say, and then be used to the same extent. The weapon isn't in any way empowered or strengthend, only the Kensai has acheived better weapon prowess with that particular weapon.
In extent, youu've just tried to make a literal sword and... armour game, but basically cheated into giving the paladins and monks their special, if restricted, abilities, so that the game wouldn't be completly destroyed.
I realize, obviously, that I'm making a post on a topic made two years ago, filled with people whom have probably given up the forums entirely, but youu never know; acitivity is activity.
In extent, youu've just tried to make a literal sword and... armour game, but basically cheated into giving the paladins and monks their special, if restricted, abilities, so that the game wouldn't be completly destroyed.
I realize, obviously, that I'm making a post on a topic made two years ago, filled with people whom have probably given up the forums entirely, but youu never know; acitivity is activity.
#23
Posted 14 April 2008 - 12:25 AM
Well, Sam, you just hit a problem wtih the rules. According to cannon, it's a magical weapon. According to common DMing sense, it's only an enhancement in the hands of that specific Kensai. One of the many reasons there are tons of house rules out there.
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Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#25
Posted 29 April 2008 - 05:10 AM
I play as the rules outline. Town size limits guide how much you can spend on any magic item & how much the town/city can aford to buy items for. mattering on how exotic or powerful an item is determines how much chance there is of it being availible 'on a shelf' somewhere. Based on the size of the city magic users would be availible to create items for full price given the required time spent in creating. Finding +1 magic items of items worh 2000GP or less is not that hrad.

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